mirror of
https://github.com/minetest/minetest.git
synced 2024-11-23 16:13:46 +01:00
001de6ffba
This commit restores the old behavior: if an inventory item has an own inventory texture, it will not be shaded.
142 lines
4.0 KiB
C++
142 lines
4.0 KiB
C++
/*
|
|
Minetest
|
|
Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU Lesser General Public License as published by
|
|
the Free Software Foundation; either version 2.1 of the License, or
|
|
(at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
|
*/
|
|
|
|
#ifndef WIELDMESH_HEADER
|
|
#define WIELDMESH_HEADER
|
|
|
|
#include <string>
|
|
#include "irrlichttypes_extrabloated.h"
|
|
|
|
struct ItemStack;
|
|
class Client;
|
|
class ITextureSource;
|
|
struct ContentFeatures;
|
|
|
|
/*!
|
|
* Holds color information of an item mesh's buffer.
|
|
*/
|
|
struct ItemPartColor
|
|
{
|
|
/*!
|
|
* If this is false, the global base color of the item
|
|
* will be used instead of the specific color of the
|
|
* buffer.
|
|
*/
|
|
bool override_base;
|
|
/*!
|
|
* The color of the buffer.
|
|
*/
|
|
video::SColor color;
|
|
|
|
ItemPartColor() : override_base(false), color(0) {}
|
|
|
|
ItemPartColor(bool override, video::SColor color)
|
|
: override_base(override), color(color)
|
|
{
|
|
}
|
|
};
|
|
|
|
struct ItemMesh
|
|
{
|
|
scene::IMesh *mesh;
|
|
/*!
|
|
* Stores the color of each mesh buffer.
|
|
*/
|
|
std::vector<ItemPartColor> buffer_colors;
|
|
/*!
|
|
* If false, all faces of the item should have the same brightness.
|
|
* Disables shading based on normal vectors.
|
|
*/
|
|
bool needs_shading;
|
|
|
|
ItemMesh() : mesh(NULL), buffer_colors(), needs_shading(true) {}
|
|
};
|
|
|
|
/*
|
|
Wield item scene node, renders the wield mesh of some item
|
|
*/
|
|
class WieldMeshSceneNode : public scene::ISceneNode
|
|
{
|
|
public:
|
|
WieldMeshSceneNode(scene::ISceneNode *parent, scene::ISceneManager *mgr,
|
|
s32 id = -1, bool lighting = false);
|
|
virtual ~WieldMeshSceneNode();
|
|
|
|
void setCube(const ContentFeatures &f, v3f wield_scale, ITextureSource *tsrc);
|
|
void setExtruded(const std::string &imagename, v3f wield_scale,
|
|
ITextureSource *tsrc, u8 num_frames);
|
|
void setItem(const ItemStack &item, Client *client);
|
|
|
|
// Sets the vertex color of the wield mesh.
|
|
// Must only be used if the constructor was called with lighting = false
|
|
void setColor(video::SColor color);
|
|
|
|
scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
|
|
|
|
virtual void render();
|
|
|
|
virtual const aabb3f &getBoundingBox() const { return m_bounding_box; }
|
|
|
|
private:
|
|
void changeToMesh(scene::IMesh *mesh);
|
|
|
|
// Child scene node with the current wield mesh
|
|
scene::IMeshSceneNode *m_meshnode;
|
|
video::E_MATERIAL_TYPE m_material_type;
|
|
|
|
// True if EMF_LIGHTING should be enabled.
|
|
bool m_lighting;
|
|
|
|
bool m_enable_shaders;
|
|
bool m_anisotropic_filter;
|
|
bool m_bilinear_filter;
|
|
bool m_trilinear_filter;
|
|
/*!
|
|
* Stores the colors of the mesh's mesh buffers.
|
|
* This does not include lighting.
|
|
*/
|
|
std::vector<ItemPartColor> m_colors;
|
|
/*!
|
|
* The base color of this mesh. This is the default
|
|
* for all mesh buffers.
|
|
*/
|
|
video::SColor m_base_color;
|
|
|
|
// Bounding box culling is disabled for this type of scene node,
|
|
// so this variable is just required so we can implement
|
|
// getBoundingBox() and is set to an empty box.
|
|
aabb3f m_bounding_box;
|
|
};
|
|
|
|
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
|
|
|
|
scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
|
|
|
|
/*!
|
|
* Applies overlays, textures and optionally materials to the given mesh and
|
|
* extracts tile colors for colorization.
|
|
* \param mattype overrides the buffer's material type, but can also
|
|
* be NULL to leave the original material.
|
|
* \param colors returns the colors of the mesh buffers in the mesh.
|
|
*/
|
|
void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f, bool use_shaders,
|
|
bool set_material, video::E_MATERIAL_TYPE *mattype,
|
|
std::vector<ItemPartColor> *colors);
|
|
#endif
|